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  1. Android
  2. ================================================================================
  3. Matt Styles wrote a tutorial on building SDL for Android with Visual Studio:
  4. http://trederia.blogspot.de/2017/03/building-sdl2-for-android-with-visual.html
  5. The rest of this README covers the Android gradle style build process.
  6. If you are using the older ant build process, it is no longer officially
  7. supported, but you can use the "android-project-ant" directory as a template.
  8. ================================================================================
  9. Requirements
  10. ================================================================================
  11. Android SDK (version 26 or later)
  12. https://developer.android.com/sdk/index.html
  13. Android NDK r15c or later
  14. https://developer.android.com/tools/sdk/ndk/index.html
  15. Minimum API level supported by SDL: 16 (Android 4.1)
  16. ================================================================================
  17. How the port works
  18. ================================================================================
  19. - Android applications are Java-based, optionally with parts written in C
  20. - As SDL apps are C-based, we use a small Java shim that uses JNI to talk to
  21. the SDL library
  22. - This means that your application C code must be placed inside an Android
  23. Java project, along with some C support code that communicates with Java
  24. - This eventually produces a standard Android .apk package
  25. The Android Java code implements an "Activity" and can be found in:
  26. android-project/app/src/main/java/org/libsdl/app/SDLActivity.java
  27. The Java code loads your game code, the SDL shared library, and
  28. dispatches to native functions implemented in the SDL library:
  29. src/core/android/SDL_android.c
  30. ================================================================================
  31. Building an app
  32. ================================================================================
  33. For simple projects you can use the script located at build-scripts/androidbuild.sh
  34. There's two ways of using it:
  35. androidbuild.sh com.yourcompany.yourapp < sources.list
  36. androidbuild.sh com.yourcompany.yourapp source1.c source2.c ...sourceN.c
  37. sources.list should be a text file with a source file name in each line
  38. Filenames should be specified relative to the current directory, for example if
  39. you are in the build-scripts directory and want to create the testgles.c test, you'll
  40. run:
  41. ./androidbuild.sh org.libsdl.testgles ../test/testgles.c
  42. One limitation of this script is that all sources provided will be aggregated into
  43. a single directory, thus all your source files should have a unique name.
  44. Once the project is complete the script will tell you where the debug APK is located.
  45. If you want to create a signed release APK, you can use the project created by this
  46. utility to generate it.
  47. Finally, a word of caution: re running androidbuild.sh wipes any changes you may have
  48. done in the build directory for the app!
  49. For more complex projects, follow these instructions:
  50. 1. Copy the android-project directory wherever you want to keep your projects
  51. and rename it to the name of your project.
  52. 2. Move or symlink this SDL directory into the "<project>/app/jni" directory
  53. 3. Edit "<project>/app/jni/src/Android.mk" to include your source files
  54. 4a. If you want to use Android Studio, simply open your <project> directory and start building.
  55. 4b. If you want to build manually, run './gradlew installDebug' in the project directory. This compiles the .java, creates an .apk with the native code embedded, and installs it on any connected Android device
  56. Here's an explanation of the files in the Android project, so you can customize them:
  57. android-project/app
  58. build.gradle - build info including the application version and SDK
  59. src/main/AndroidManifest.xml - package manifest. Among others, it contains the class name of the main Activity and the package name of the application.
  60. jni/ - directory holding native code
  61. jni/Application.mk - Application JNI settings, including target platform and STL library
  62. jni/Android.mk - Android makefile that can call recursively the Android.mk files in all subdirectories
  63. jni/SDL/ - (symlink to) directory holding the SDL library files
  64. jni/SDL/Android.mk - Android makefile for creating the SDL shared library
  65. jni/src/ - directory holding your C/C++ source
  66. jni/src/Android.mk - Android makefile that you should customize to include your source code and any library references
  67. src/main/assets/ - directory holding asset files for your application
  68. src/main/res/ - directory holding resources for your application
  69. src/main/res/mipmap-* - directories holding icons for different phone hardware
  70. src/main/res/values/strings.xml - strings used in your application, including the application name
  71. src/main/java/org/libsdl/app/SDLActivity.java - the Java class handling the initialization and binding to SDL. Be very careful changing this, as the SDL library relies on this implementation. You should instead subclass this for your application.
  72. ================================================================================
  73. Customizing your application name
  74. ================================================================================
  75. To customize your application name, edit AndroidManifest.xml and replace
  76. "org.libsdl.app" with an identifier for your product package.
  77. Then create a Java class extending SDLActivity and place it in a directory
  78. under src matching your package, e.g.
  79. src/com/gamemaker/game/MyGame.java
  80. Here's an example of a minimal class file:
  81. --- MyGame.java --------------------------
  82. package com.gamemaker.game;
  83. import org.libsdl.app.SDLActivity;
  84. /**
  85. * A sample wrapper class that just calls SDLActivity
  86. */
  87. public class MyGame extends SDLActivity { }
  88. ------------------------------------------
  89. Then replace "SDLActivity" in AndroidManifest.xml with the name of your
  90. class, .e.g. "MyGame"
  91. ================================================================================
  92. Customizing your application icon
  93. ================================================================================
  94. Conceptually changing your icon is just replacing the "ic_launcher.png" files in
  95. the drawable directories under the res directory. There are several directories
  96. for different screen sizes.
  97. ================================================================================
  98. Loading assets
  99. ================================================================================
  100. Any files you put in the "app/src/main/assets" directory of your project
  101. directory will get bundled into the application package and you can load
  102. them using the standard functions in SDL_rwops.h.
  103. There are also a few Android specific functions that allow you to get other
  104. useful paths for saving and loading data:
  105. * SDL_AndroidGetInternalStoragePath()
  106. * SDL_AndroidGetExternalStorageState()
  107. * SDL_AndroidGetExternalStoragePath()
  108. See SDL_system.h for more details on these functions.
  109. The asset packaging system will, by default, compress certain file extensions.
  110. SDL includes two asset file access mechanisms, the preferred one is the so
  111. called "File Descriptor" method, which is faster and doesn't involve the Dalvik
  112. GC, but given this method does not work on compressed assets, there is also the
  113. "Input Stream" method, which is automatically used as a fall back by SDL. You
  114. may want to keep this fact in mind when building your APK, specially when large
  115. files are involved.
  116. For more information on which extensions get compressed by default and how to
  117. disable this behaviour, see for example:
  118. http://ponystyle.com/blog/2010/03/26/dealing-with-asset-compression-in-android-apps/
  119. ================================================================================
  120. Pause / Resume behaviour
  121. ================================================================================
  122. If SDL_HINT_ANDROID_BLOCK_ON_PAUSE hint is set (the default),
  123. the event loop will block itself when the app is paused (ie, when the user
  124. returns to the main Android dashboard). Blocking is better in terms of battery
  125. use, and it allows your app to spring back to life instantaneously after resume
  126. (versus polling for a resume message).
  127. Upon resume, SDL will attempt to restore the GL context automatically.
  128. In modern devices (Android 3.0 and up) this will most likely succeed and your
  129. app can continue to operate as it was.
  130. However, there's a chance (on older hardware, or on systems under heavy load),
  131. where the GL context can not be restored. In that case you have to listen for
  132. a specific message, (which is not yet implemented!) and restore your textures
  133. manually or quit the app (which is actually the kind of behaviour you'll see
  134. under iOS, if the OS can not restore your GL context it will just kill your app)
  135. ================================================================================
  136. Threads and the Java VM
  137. ================================================================================
  138. For a quick tour on how Linux native threads interoperate with the Java VM, take
  139. a look here: https://developer.android.com/guide/practices/jni.html
  140. If you want to use threads in your SDL app, it's strongly recommended that you
  141. do so by creating them using SDL functions. This way, the required attach/detach
  142. handling is managed by SDL automagically. If you have threads created by other
  143. means and they make calls to SDL functions, make sure that you call
  144. Android_JNI_SetupThread() before doing anything else otherwise SDL will attach
  145. your thread automatically anyway (when you make an SDL call), but it'll never
  146. detach it.
  147. ================================================================================
  148. Using STL
  149. ================================================================================
  150. You can use STL in your project by creating an Application.mk file in the jni
  151. folder and adding the following line:
  152. APP_STL := c++_shared
  153. For more information go here:
  154. https://developer.android.com/ndk/guides/cpp-support
  155. ================================================================================
  156. Using the emulator
  157. ================================================================================
  158. There are some good tips and tricks for getting the most out of the
  159. emulator here: https://developer.android.com/tools/devices/emulator.html
  160. Especially useful is the info on setting up OpenGL ES 2.0 emulation.
  161. Notice that this software emulator is incredibly slow and needs a lot of disk space.
  162. Using a real device works better.
  163. ================================================================================
  164. Troubleshooting
  165. ================================================================================
  166. You can see if adb can see any devices with the following command:
  167. adb devices
  168. You can see the output of log messages on the default device with:
  169. adb logcat
  170. You can push files to the device with:
  171. adb push local_file remote_path_and_file
  172. You can push files to the SD Card at /sdcard, for example:
  173. adb push moose.dat /sdcard/moose.dat
  174. You can see the files on the SD card with a shell command:
  175. adb shell ls /sdcard/
  176. You can start a command shell on the default device with:
  177. adb shell
  178. You can remove the library files of your project (and not the SDL lib files) with:
  179. ndk-build clean
  180. You can do a build with the following command:
  181. ndk-build
  182. You can see the complete command line that ndk-build is using by passing V=1 on the command line:
  183. ndk-build V=1
  184. If your application crashes in native code, you can use ndk-stack to get a symbolic stack trace:
  185. https://developer.android.com/ndk/guides/ndk-stack
  186. If you want to go through the process manually, you can use addr2line to convert the
  187. addresses in the stack trace to lines in your code.
  188. For example, if your crash looks like this:
  189. I/DEBUG ( 31): signal 11 (SIGSEGV), code 2 (SEGV_ACCERR), fault addr 400085d0
  190. I/DEBUG ( 31): r0 00000000 r1 00001000 r2 00000003 r3 400085d4
  191. I/DEBUG ( 31): r4 400085d0 r5 40008000 r6 afd41504 r7 436c6a7c
  192. I/DEBUG ( 31): r8 436c6b30 r9 435c6fb0 10 435c6f9c fp 4168d82c
  193. I/DEBUG ( 31): ip 8346aff0 sp 436c6a60 lr afd1c8ff pc afd1c902 cpsr 60000030
  194. I/DEBUG ( 31): #00 pc 0001c902 /system/lib/libc.so
  195. I/DEBUG ( 31): #01 pc 0001ccf6 /system/lib/libc.so
  196. I/DEBUG ( 31): #02 pc 000014bc /data/data/org.libsdl.app/lib/libmain.so
  197. I/DEBUG ( 31): #03 pc 00001506 /data/data/org.libsdl.app/lib/libmain.so
  198. You can see that there's a crash in the C library being called from the main code.
  199. I run addr2line with the debug version of my code:
  200. arm-eabi-addr2line -C -f -e obj/local/armeabi/libmain.so
  201. and then paste in the number after "pc" in the call stack, from the line that I care about:
  202. 000014bc
  203. I get output from addr2line showing that it's in the quit function, in testspriteminimal.c, on line 23.
  204. You can add logging to your code to help show what's happening:
  205. #include <android/log.h>
  206. __android_log_print(ANDROID_LOG_INFO, "foo", "Something happened! x = %d", x);
  207. If you need to build without optimization turned on, you can create a file called
  208. "Application.mk" in the jni directory, with the following line in it:
  209. APP_OPTIM := debug
  210. ================================================================================
  211. Memory debugging
  212. ================================================================================
  213. The best (and slowest) way to debug memory issues on Android is valgrind.
  214. Valgrind has support for Android out of the box, just grab code using:
  215. svn co svn://svn.valgrind.org/valgrind/trunk valgrind
  216. ... and follow the instructions in the file README.android to build it.
  217. One thing I needed to do on Mac OS X was change the path to the toolchain,
  218. and add ranlib to the environment variables:
  219. export RANLIB=$NDKROOT/toolchains/arm-linux-androideabi-4.4.3/prebuilt/darwin-x86/bin/arm-linux-androideabi-ranlib
  220. Once valgrind is built, you can create a wrapper script to launch your
  221. application with it, changing org.libsdl.app to your package identifier:
  222. --- start_valgrind_app -------------------
  223. #!/system/bin/sh
  224. export TMPDIR=/data/data/org.libsdl.app
  225. exec /data/local/Inst/bin/valgrind --log-file=/sdcard/valgrind.log --error-limit=no $*
  226. ------------------------------------------
  227. Then push it to the device:
  228. adb push start_valgrind_app /data/local
  229. and make it executable:
  230. adb shell chmod 755 /data/local/start_valgrind_app
  231. and tell Android to use the script to launch your application:
  232. adb shell setprop wrap.org.libsdl.app "logwrapper /data/local/start_valgrind_app"
  233. If the setprop command says "could not set property", it's likely that
  234. your package name is too long and you should make it shorter by changing
  235. AndroidManifest.xml and the path to your class file in android-project/src
  236. You can then launch your application normally and waaaaaaaiiittt for it.
  237. You can monitor the startup process with the logcat command above, and
  238. when it's done (or even while it's running) you can grab the valgrind
  239. output file:
  240. adb pull /sdcard/valgrind.log
  241. When you're done instrumenting with valgrind, you can disable the wrapper:
  242. adb shell setprop wrap.org.libsdl.app ""
  243. ================================================================================
  244. Graphics debugging
  245. ================================================================================
  246. If you are developing on a compatible Tegra-based tablet, NVidia provides
  247. Tegra Graphics Debugger at their website. Because SDL2 dynamically loads EGL
  248. and GLES libraries, you must follow their instructions for installing the
  249. interposer library on a rooted device. The non-rooted instructions are not
  250. compatible with applications that use SDL2 for video.
  251. The Tegra Graphics Debugger is available from NVidia here:
  252. https://developer.nvidia.com/tegra-graphics-debugger
  253. ================================================================================
  254. Why is API level 16 the minimum required?
  255. ================================================================================
  256. The latest NDK toolchain doesn't support targeting earlier than API level 16.
  257. As of this writing, according to https://developer.android.com/about/dashboards/index.html
  258. about 99% of the Android devices accessing Google Play support API level 16 or
  259. higher (January 2018).
  260. ================================================================================
  261. A note regarding the use of the "dirty rectangles" rendering technique
  262. ================================================================================
  263. If your app uses a variation of the "dirty rectangles" rendering technique,
  264. where you only update a portion of the screen on each frame, you may notice a
  265. variety of visual glitches on Android, that are not present on other platforms.
  266. This is caused by SDL's use of EGL as the support system to handle OpenGL ES/ES2
  267. contexts, in particular the use of the eglSwapBuffers function. As stated in the
  268. documentation for the function "The contents of ancillary buffers are always
  269. undefined after calling eglSwapBuffers".
  270. Setting the EGL_SWAP_BEHAVIOR attribute of the surface to EGL_BUFFER_PRESERVED
  271. is not possible for SDL as it requires EGL 1.4, available only on the API level
  272. 17+, so the only workaround available on this platform is to redraw the entire
  273. screen each frame.
  274. Reference: http://www.khronos.org/registry/egl/specs/EGLTechNote0001.html
  275. ================================================================================
  276. Ending your application
  277. ================================================================================
  278. Two legitimate ways:
  279. - return from your main() function. Java side will automatically terminate the
  280. Activity by calling Activity.finish().
  281. - Android OS can decide to terminate your application by calling onDestroy()
  282. (see Activity life cycle). Your application will receive a SDL_QUIT event you
  283. can handle to save things and quit.
  284. Don't call exit() as it stops the activity badly.
  285. NB: "Back button" can be handled as a SDL_KEYDOWN/UP events, with Keycode
  286. SDLK_AC_BACK, for any purpose.
  287. ================================================================================
  288. Known issues
  289. ================================================================================
  290. - The number of buttons reported for each joystick is hardcoded to be 36, which
  291. is the current maximum number of buttons Android can report.